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General Tabletop Discussion
*Pathfinder & Starfinder
The Whole Implement - Wizard Powers for Arcanists
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<blockquote data-quote="Al'Kelhar" data-source="post: 5947678" data-attributes="member: 7884"><p>Hi guys,</p><p></p><p>It always bothered me a bit that wizards were never really defined by their principal class feature, that is, their choice of implement. While everyone was familiar with the abuse of the Orb of Imposition class feature, the class features derived from implement specialisation didn't amount to a great deal of difference between wizards. In particular, a wizard's choice of implement never really had much effect on the powers he or she chose. Other classes, such as druids, fighters, rangers and rogues, had different builds and class features that really made a difference about what powers they took.</p><p></p><p>Since the release of the Essentials line of supplements, the wizard has gone down the path of specialisation by spell school, a tradition which goes back to 2E D&D.</p><p></p><p>However, I always thought Wizards of the Coast missed an opportunity to vary that model with the <em>Players Handbool</em> 4E wizard, and play up implement specialisation with a bunch of powers that had different effects depending on which implement you used.</p><p></p><p>So I thought I'd have go...</p><p></p><p>Attached is a bunch of existing wizard at-will and heroic encounter attack powers that I've tinkered with, so that arcanists with implement specialisation get a few bennies. I've largely focused on powers that are less-than-stellar in their unamended forms, in the hope that they can be pushed into the realms of "might be worth taking" for an arcanist with the right implement.</p><p></p><p>I've also tried to make the Wand of Accuracy a viable implement. Having Dexterity as your secondary stat after Intelligence is a pretty bad move from a mechanical perspective, so I've tried to compensate by giving the Wand of Accuracy arcanist some bonuses with the most damaging powers, giving it a reasonable secondary striker role.</p><p></p><p>The other two implements I've taken a particular interest in are the Tomes. The Tome of Binding arcanist now gets some benefits with encounter conjuring powers, including some synergies with daily summoning powers. And the Tome of Readiness arcanist is nothing if not flexible.</p><p></p><p>I hope you enjoy, or can find some use for the attached. Naturally, I'd be grateful for any feedback you have to offer.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 5947678, member: 7884"] Hi guys, It always bothered me a bit that wizards were never really defined by their principal class feature, that is, their choice of implement. While everyone was familiar with the abuse of the Orb of Imposition class feature, the class features derived from implement specialisation didn't amount to a great deal of difference between wizards. In particular, a wizard's choice of implement never really had much effect on the powers he or she chose. Other classes, such as druids, fighters, rangers and rogues, had different builds and class features that really made a difference about what powers they took. Since the release of the Essentials line of supplements, the wizard has gone down the path of specialisation by spell school, a tradition which goes back to 2E D&D. However, I always thought Wizards of the Coast missed an opportunity to vary that model with the [i]Players Handbool[/i] 4E wizard, and play up implement specialisation with a bunch of powers that had different effects depending on which implement you used. So I thought I'd have go... Attached is a bunch of existing wizard at-will and heroic encounter attack powers that I've tinkered with, so that arcanists with implement specialisation get a few bennies. I've largely focused on powers that are less-than-stellar in their unamended forms, in the hope that they can be pushed into the realms of "might be worth taking" for an arcanist with the right implement. I've also tried to make the Wand of Accuracy a viable implement. Having Dexterity as your secondary stat after Intelligence is a pretty bad move from a mechanical perspective, so I've tried to compensate by giving the Wand of Accuracy arcanist some bonuses with the most damaging powers, giving it a reasonable secondary striker role. The other two implements I've taken a particular interest in are the Tomes. The Tome of Binding arcanist now gets some benefits with encounter conjuring powers, including some synergies with daily summoning powers. And the Tome of Readiness arcanist is nothing if not flexible. I hope you enjoy, or can find some use for the attached. Naturally, I'd be grateful for any feedback you have to offer. Cheers, Al'Kelhar [/QUOTE]
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